SAMURAI & SHURIKENS An Oriental Expansion For Tunnels & Trolls v5.5
Table of Contents ATTRIBUTES................................................................2 CHARACTER KINDREDS...............................................6 HONOR (HON)........................................................2 THE SKATHROSIAN CHART FOR CREATING MANLIKE CHARACTERS FOR SAMURAI & SHURIKENS............6 EFFECTS OF HONOR......................................................2 NEW CHARACTER KINDREDS..................................6 HONOR LOST AND SPENT...........................................2 FOX MEN...........................................................................6 HONOR INCREASE.........................................................2 KAERU KIN.......................................................................6 CHARACTER TYPES......................................................3 TENGU...............................................................................7 NEW CHARACTER TYPES........................................3 KENSAI..............................................................................3 KOI FOLK...........................................................................7 MONK/MARTIAL ARTIST.............................................3 NEZUMIONI....................................................................7 NINJA.................................................................................5 EQUIPMENT.................................................................7 GENERAL SUPPLIES................................................7 SAMURAI..........................................................................5 WEAPONS CHARTS.................................................7
CRITTERS DOING STUFF.......................................14 SWORDS.............................................................................8 SPELL-CASTING CREATURES.................................14 HAFTED WEAPONS........................................................8 A..........................................................................14 POLE WEAPONS..............................................................8 AONYOBO......................................................................14 SPEARS...............................................................................8 AWABI..............................................................................15 DAGGERS...........................................................................8 AZUKIARAI...................................................................15 PROJECTILE WEAPONS.................................................9 B..........................................................................15 WEIRD WEAPONS & ACCESSORIES...........................9 BAKEMONO....................................................................15 ARMOR & SHIELDS........................................................9 BANSHEE.........................................................................15 WEAPON DESCRIPTION........................................10 BAT, GIANT.....................................................................15 ARMOR & SHIELD DESCRIPTION...........................11 BAT, MONSTROUS.........................................................15 COMBAT....................................................................11 BEETLE, GIANT..............................................................16 UNARMED COMBAT..............................................12 MARTIAL STUNTS.........................................................12 BEETLE, GIANT, FIRE....................................................16 MAGIC.......................................................................13 BUSO.................................................................................16 NINJA SPELLS.......................................................13 MONSTER TABLE...........................................................16 THE SPELL BOOK (NINJA SPELLS)..............................13 THE APPENDICES......................................................17 LEVEL 1 NINJA SPELLS..........................................13 1: SKILLS..............................................................17 CREATURES & CRITTERS OF THE JADE EMPIER..........14 2: MARTIAL ARTS SKILLS.......................................17
Introduction
HONOR (HON) Honor is the mesure of someone's character and the character of his or her family. Honor should not be confused with Charisma. Whereas CHR is a mesure of one's “personal attractivness and leadership ability1”, HON in Samurai & Shurikens reflects one's worth in society, his or her trustworthyness and strength of character. In the Jade Empier respect, power, and influence are afforded to those of great honor.
ATTRIBUTES Attributes and attribute generation remaims unchanged from the Tunnels & Trolls rulebook. Although the TAROing for Humans rule is recommended (see T&Tv5.5; Appendix 1), this is entierly up to each individual GM. The only way Samurai & Surikens differs from T&T with regards to attributes is in Samurai & Shirukens' inclusion of an additional attribute; Honor (HON).
Characters from the lands of the Dragon Emporer generate their starting HON just as they would any other attribute. Characters coming from lands other than the Jade Empire (for whom the concept of honor, as it applies in the eastern lands, is foreign) will roll 1d6 to determin their starting HON when they first enter the Jade Emipre. Characters will gain and lose honor as they performe honorable acts and/or partake in dishonorable deeds. Much like CHR, a delver's HON may fall below 0. Characters with a HON score below 0 will be deemed dishonorable and will be forced to bear all the social disadvantages such a stigma carries.
1
See T&T v5.5; 1.3.2
EFFECTS OF HONOR Characters with a lower honor score will usually defer to, and show respect towards, those possessin a higher HON score. As stated, HON may be reduced to 0 or less. Such an HON score will carry with it a host of negative social reprecussions. Although the exact effects of such low HON is largly dependant on the GM, characters who find thenselves burdened with a HON of 0 or less can expect mistrust and disrespect from those who value honor. In addition to the social aspects brought about by a delver's HON attribute, characters in Samurai & Shurikens have the ability to "spend honor". Characters adventuring in the Jade Empire may spend honor points (equal to a character's HON score) to influance the outcome of certain events. Each delver may spend a number of Honor Points (HP) equal to his or her HON attribute per adventure. Unspent HON points may not be carried over from one adventure to the next. Each new adventure will reset the delver's HP back to his HON attribute. HP may be spent by the delver to adjust the resaults of a Saving Roll, be it a SR performed by the delver or by an opponent perfrming a SR in reaction to an action performed by the delver. Adusting a SR resault by 1 (either + or -) costs 1 HP. The amount of HP spent on the roll must be stated before the actual Saving Roll. In adition to adjusting SRs, a character may spend HP to adjust his combat adds. Like adjusting SR, a +1 adjustment to a character's combat adds costs the delver 1 HP. A character may likewise adjust the amount of HITS taken, regardless of wether or not armor is being worn, by 1 per point of HP expended (effective for 1 round of combat). As with using HP to affect Saving Rolls, spending HP to affect combat in this way must be stated before any dice are rolled.
HONOR LOST AND SPENT A distinction must be made between lost honor and spent honor. Honor is "lost" as a resault of dishonorable actions. A delver's honor is lost (and gained) when he or she raises in level. Lost honor will
reduce the maximum amount of HP a character has available for the following adventure. Honor is "spent" during the course of an adventure, reducing a delver's HP. Although a delver's HP may be reduced during an adventure to influence certain rolls, his HON attribute remains the same.
HONOR INCREASE HON differs from a character's other attributes in one important way: HON may not be increased by the player at level advancement like other attributes can. Instead, whenever the delver increases a level, the GM will award the player an increase or decrease in HON, dependant on how honorable (or dishonorable) the player ran his delver. Outlined below are the amounts by which the GM should increase or decrease a delver's HON. •
•
•
If, in the time between one level increas and the next, a player displays noteworthy honorable/dishonorable behavoir, that player should be awarded an increase or decrease in HON equal to ½ his or her new level (rounded down). Truly spectacular display of honor (or dishonor) should increase (or decrease) a player's HON by an amount equal to the character's (new) level. A regular session, in which the player does not detinguish him or herself in any noteworthy way, will not affect HON at level increase (this, more often then not, is the case).
allowable by his ST and DEX attributes, attacks with any weapon other than the kensai's focus weapon receive only half the kensai's Combat Adds. Because of their singleminded quest to attain perfection in their given weapon focus, a kensai will rarely use a magic Each of the Character Types presented in weapon of the same type as his focus weapon, deeming Tunnels & Trolls v5.5 has its Samurai & Shurikens the magical enhancements as not contributing to the counterpart. In addition new character types are also kensai's quest for mastery. As such, any kensai using a introduced. magical version of his chosen weapon will only receive half the EP for combat (T&Tv5.5; 1.9). Although the kensai may wear any type of armor, they do not receive T&T Types Jade Empire the warrior's protective bonus to armor. Equivalent
CHARACTER TYPES
Warriors
Bushi
Wizards
Wu jen
Rogues
Rogues
WarriorWizards
Sohei
NEW CHARACTER TYPES In addition to the standerd Tunnels & Trolls types with counterparts in the Jade Empire, Samurai & Shurikens introduces new character types to choose from. Choosing such types will mean that the character automatically comes from the eastern lands of the Dragon Emporer. The character types unique to the Jade Empire are; Kensai, Monk/Martial Artist, Ninja, and Samurai.
KENSAI Kensai, or Sword Saints, are masters of the sword who strive for perfection in the art of the blade. The aim of the kensai is to become the ultimate master of the sword. During character creation the player must choose one type of sword (saber, short sword, katana) as the kensai's focus. This choice is permanent and may not be changed later. This focus will allow the kensai to inflict greater damage and strike with greater ease with his focus weapon. When using his focus weapon, a kensai's Combat Adds are increased by 1.5. This narrowly focused mastery comes at the expense of the kensai's ability with other weapons. Although the kensai, like the warrior, may employ any weapons
Each time a kensai raises a level, there is a chance that he will be challenged to a duel by another kensai. Apon attaining a new level, a SR vs. HON is rolled at a level equal to half the kensai's new level. If the Saving Roll failsl, then a duel will be issued by another kensai wishing to “test himself”. The kensai issuing the duel will be of equal level as the kensai character and victory conditions will be established prior to the duel (first blood, death). A kensai character loosing a duel will see his EP reduced to just below the EP requiered to gain the new level. In order for a kensai to advance in level after a level increase duel, the kensai character must activly seek a kensai of a level rqual to the one the character needs to attain. Winning such a duel will allow the character to increase to the next level. Failure resaults in the kensai still being stalled at the previous level, and forced to seek out another kensai to duel. A duel may be issued at any time by the kensai character but only duels fought at level increases may resault in loss of EP. Only duels fough at level increases are fought against kensai of equal level. Duels issued by the kensai character may be fought angainst an level kensai. Duels fought against other kensai will net the kensai character twice the normal EP. Through mastery of both himself, and his focus weapon, a kensai may tap into his Ki Power. This allowes the kensai to inflict the maximum damage possible with his focus weapon for one attack. The use of this power must be announced before the kensai rolls his Combat Dice. A kensai may use his ki power a
number of times per day equal to his level.
Make your regular combat roll but if you win the round, you do not score hits. If the "hits" exceed your opponent's DX, you have him pinned; he can break the hold Monks (or Marrtal Artists) are masters of only with a ST SR at your level. unarmed combat. Although they perfer unarmed (Obviously, this may only be used in one combat, monks may make use of both melee and onone situations.) missile weapons, but are not as effective in their use as warriors are. The martial artist is allowed to master one THROW type of weapon (sword, hafted, bows, etc.); any Description other type of weapon may only be used if the monk's ST & DEX are double the ordinary requirements. This works just like Grapple, except success means you have thrown your Monks may wear any armor, so long as the opponent to the ground; he is stunned for total ST requirement is not more than half the monk's one round unless he can make a L2 CON strength. If a martal artist wears no armor at all, he SR. may use his DX as armor. Each point over 12 counts as one point of armor in a melee situation. DX armor is halved if the monk is attacked from the rear, and is SPEEDY STRIKE completely ignored if the fighter is unaware of the Description attack.
ST Cost
In unarmed handtohand combat, a monk gets You get two rounds to your opponent's dice equal to his or her level, plus the personal missile one for the next five combat rounds adds are used, not the normal melee adds. (essentially doubles your combat total).
5
MONK/MARTIAL ARTIST
None
None
ST Cost
Monks choose one special martial arts ability GREAT LEAP (see below) for each level they gain, including first ST level. Some of these are simply skills, others are akin to Description Cost magic spells and have a ST cost to use them. This ST cost is not assessed until after the current combat is You may make one standing leap of a concluded. All costs are incurred immediately after the distance/height up to your level x 5 feet 2 battle, and lost CON may not be recovered until all ST (or your ST in feet, if greater). is recovered (at the usual rate of one per turn). Many of the martial arts abilities detailed below also have a rd Level Special Martial Arts level requirement which must be met in order for the 3 Abilities ability to become available to the monk. In order to chose the following abilities, the monk must have attained a level of 3 or greater. Special Martial Arts Abilities The following abilities have no level requirements and may be chosen at any level:
Description
GRAPPLE Description
RESIST WOUNDS
ST Cost
You may heal yourself at the cost of 2 ST per CON point, even in the midst of
ST Cost 2+
combat.
within one combat round.
GRAB-A-WEAPON
IRON FIST
Description
ST Cost
You may pick up any ordinary object (bench, soup bowl, bucket, chair, etc.) and use it as a weapon. Each round choose one option: adds two dice to your unarmed combat roll; or use it as a 10 point shield. Each such "weapon" will survive only d3 combat rounds before it is destroyed or knocked from your hands.
5th Level Abilities
Special
Martial
None
Description
ST Cost
If you do nothing else that combat round (even defend yourself), you may strike an object or person with your fist, doing damage equal to the total of all your attributes. Your fist will not be hurt, regardless of what you punch.
SECRET TECHNIQUE
Arts
Description
ST Cost
In order to chose the following abilities, the Your opponent gets a L7 IQ SR to see this coming, and thus negate any effect. monk must have attained a level of 5 or greater. Otherwise, your opponent gets no combat roll this round (his total is zero). If you use HEROIC WEAPON this in a mass melee, simply double your Description ST combat roll; both rolls if you are also Cost speedystriking. This works just like GrabAWeapon (and you must first have that skill as a prerequisite), but the object you pick up is huge (ship's anchor, log, boulder, etc.) but cannot exceed ST x 5 pounds weight. This will serve either to add five dice to your combat roll, or as a 20 point shield. These weapons will last d6+1 combat rounds.
20
15
NINJA 10
RESIST DEATH Description
ST Cost
With this ability, you will not die during combat until you receive enough hits to drive your CON to a negative number equal to your CON. If you finish combat with negative CON, you will die immediately unless magical healing brings your CON back to positive numbers
None
Ninjas are a mysterious and secretive character type whose primary functions involve spying, infiltration, and assassination. All ninjas belong to a ninja clan (or family). It is through the clan that ninjas receive their missions, and ninjas are expected to forfeit a portion of their earnings to the clan in exchange for this service. Obedience to the clan-master is absolute and any ninja found not complying with the will of the clan or its clanmaster will most likely be the target of numerous assassination attempts. With regards to gameplay, ninjas are nearly identicle to rogues2. Ninjas, like rogues, may use any weapons. In addition, ninjas are the only character types trained in the use of, and able to employ, ninja weapons (see Equipment, below). Much like the rogue, ninjas may also make use of (certain) spells. Although 2
See T&T v5.5; 2.11.2
the rogue's choice of spells is unlimited, other than by constraints in finding a suitible teacher and such (see T&Tv5.5: 2.11.2), ninjas have a more limited selection of spells from which they can choose. Any spells they hold in common with rogues may, as is the case for rogues, be taught by the wizard/wu jen of another player. Spells specific to the ninja type can only be taught by a ninja's clan (provided the GM deems that the clan in question knows the spell), at a cost of one and a half times the amount a wizards would pay for a spell of similar level. Like the rogue, ninjas may not invent new spells, nor make use of staves. They also must pay the full listed strength cost for all spells cast. Spells above 7th level are beyond a ninja's capabilities.
Note on Ninja Weapons
The default assumption in S&S is that only ninjas are properly trained to use ninja weapons. Individual GMs may wish to allow other classes to have access to these weapons as well. Although the kensai or samurai wouldn't really make use of such weapons, a character type like rogue or bushi might.
SAMURAI The samurai is a warrior whose duty is to serve and obey his daimyo. A samurai can never fail his daimyo. For the samurai, there is only success or death, with death being the ultimate service he can render to his daimyo. A samurai is expected to follow a strict code of conduct which includes the following tenants; • • • •
• •
which in turn will reduce the samurai's HON by an amount equal to twice his level upon the next level increase (see Honor Increase, above). A samurai may make use of any weapons (provided ST and DEX requirements are met) and armor (without the warrior's bonus to armor HITS) but will not use shields and will never make use of ninja weapons or poisons. Samurai are trained in the use of, and often employ, both the katana and the daikyu (see below). When wielded by a samurai, a katana's Dice + Adds are 4 + 6 as opposed to 5 (generating an average resault of 20 as opposed to 17.5). A daikyu's Dice + Adds are 6 + 9 as opposed to 7 + 3 (generating an average resault of 30 as opposed to 27.5). Samurai characters, and only samurai characters, factor in their HON attribute when determining Personal/Combat Adds. In addition to ST, LK, and DEX, each point of HON above 12 will grant the samurai a +1 to his personal adds, while each point below 9 will subtract a point. Because of the fluctuating nature of HON in S&S, this bonus/penalty is in large part dependant on how honorable the player plays the samurai, as well as on the whim of the GM while awarding HON during level increases.
At 9th level the samurai will be offered the position of shugo (constable). He will be expected to look after the daimyo's affairs in the provence, looking to the protection of the provence, administering justice, and managing the various jito that run the individual properties which make up the provence. To aid the samurai in his duties as shugo, the daimyo will offer Obedience to one's daimyo. the samurai 10d6 bushi (1st level warriors) as followers A samurai never fails. He either succeeds or he that will be loyal to the new shugo for as long as they dies and a samurai is ready to die at any time. are adequately paid, housed, and fed. Of these bushi To die in the service of his daimyo is the followers there will be a 1 in 6 chance that one of them greatest service a samurai may render his lord. will be a ninja sent to infiltrate the household. Dishonor (to samurai, family or daimyo) must be avenged. Dishonor to lord or family is a dishonor to the samurai. Debts of vengeance and of gratitude must be repaid. Cowardice is dishonorable.
Failure to serve one's daimyo or the samurai code will be deemed as an extreem display of dishonor,
CHARACTER KINDREDS
FOX-MEN
IQ, LK, and DEX x 3/2. CON and CHR x 2/3. HON x 2/3. All others x 1.
KAERU KIN
ST and CON x 2. LK x 2/3. All others x 1.
TENGU
ST and CON x 2/3. DEX x 3/2. CHR x 1/2. HON x 2/3. All others x 1.
KOI FOLK
LK and CHR x 3/2. ST and DEX x 2/3. All others x 1.
The world of Samurai & Shurikens is largely ST and CHR x 1/2. NEZUMI-ONI populated by humans, much as it is in the standard CON x 2. Tunnels & Trolls rules. In addition to humans, Samurai DEX x 3/2. & Surikens allows players to choose other humanoid HON x 1/2. kindred. Attribute modifiers are applied as per the All others x 1. standard Tunnels & Trolls rules. Although Samurai & Shurikens does not Although human, foxmen, kaeru kin, tengu, include “western” fantasy staples such as dwarves, koi folk, and nezumioni are the standard races to elves, and hobbs (or fairies and leprechauns, for that choose from, players may, with the GM's permission, matter), their inclusion in Samurai & Shurikens simply choose from any of the races described in the requires the GMs approval. Creatures & Critters of the Jade Empire section below. The GM needs to consider with caution the inclusion of these “monster races” within their game, guaging carfully the effects their inclusion will have on game play.
THE SKATHROSIAN CHART FOR CREATING MANLIKE CHARACTERS FOR SAMURAI & SHURIKENS
(x) represents the multiplication symbol. As stated in the Attributes section, it is highly recommended that human characters use the TARO rule for attribute generation.
HUMAN
All Prime Attributes x 1. TARO rule encouraged.
NEW CHARACTER KINDREDS
FOX MEN Fox men are anthropomorphic foxes. They are of a height similar to humans though slight of build. Fox men are quick and cunning. They carry with them a reputation for being dishonest tricksters and troublemakers. If caught weaponless, fox men may use their canine bite to inflict 1d6+3 damage.
KAERU KIN Also called frogfolk or toad men, kaeru kin are squat, bulky, amphibious humanoids which resemble upright standing frogs. Frog folk possess long, powerful legs which they may use to leap to heights of 2d6 + 6 feet. If the optional Speed attribute is used (see T&Tv5.5; Appendix 1), double the kaeru kin's Speed when traveling via “hopping”.
TENGU Tengu are mischievous crow men. These feathered humanoids possess a pair of wings which allow them to fly. In order for flight to be possible, the tengu cannot be carrying more than 5 times as many pounds as he or she has STR points (or 100 w.u./STR point). In addition, a tengu whoes current CON drops below his maximum CON/4 will be unable to fly.
disease carrying kindred, nezumioni are not welcome in any of the Dragon Emperor’s lands. Some daimyo actively hunt and kill any Nezumioni found upon their lands. Nezumioni will conceal their nature by using voluminous cloaks and robes in order in order to fool the local daimyo and his men. Nezumioni may attack by biting their foes. A nezumioni's bite inflicts but 1d6 points of damage, but should the d6 rolled generate a result of “6”, then the victim is assumed to have been infected by the nezumioni's filthy bite. Although the effects of the infection are identical to spider venom (T&Tv5.5; 1.52.5), it is an infection and not a poison. As such, a TooBad Toxin spell will have no effect, yet a Healing Feeling spell (if cast before 5 rounds) will negate the infection.
S&S KINDRED CHART Use the following chart to obtain the appropriate sizes and weights of the non human kindred of the Jade Empire. See T&T v5.5; 2.13 for more information on how to establish size and weight.
TYPE
SIZE
WEIGHT
Fox-Men
1
1
Kaeru Kin
2/3
7/8
Tengu
11/10
1
Koi Folk
1/2
1/2
NezumiOni
1/2
1/2
KOI FOLK 3 1/2 foot tall, brightly colored humanoid koi fish, koi folk are an amphibious race of pacifists. Koi folk possess human arms and legs, ending in webbed hands/feet. Although willing to defend themselves, koi folk will rarely initiate combat. When standing perfectly still, koi folk possess the innate ability to turn invisible (effects identical to a Hidey Hole spell, but affects only the koi). Any movement will negate the invisibility.
NEZUMI-ONI Nezumioni are 4 foot tall rat men. A filthy,
EQUIPMENT
All of the equipment described in the Tunnels and Trolls rulebook are available in the lands of the Dragon Emperor. Additional equipment specific to Samurai & Shurikens are detailed below. Some of the weapons detailed below are available only to the ninja type and will be marked with a “(N)”. Note: The common currency in the eastern lands of the Dragon Emperor is the Jade Coin (JC) which equals the standard Tunnels & Trolls Gold Piece (GP). Smaller denominations, the bead and nugget, are also used. A Jade Bead is equal to 1/10 of a Jade Coin and a a Jade Nugget equals 1/10 of a Jade Bead. Jade Plaques are sometimes encountered, usually found as treasure in long forgotten ruins, and have a value of 10 Jade Coins. 1 JP = 10 JC = 100 JB = 1,000 JN
GENERAL SUPPLIES WEAPONS CHARTS SWORDS TYPE
Dice + Adds
ST req.
DEX req.
Cost
Weight
Katana
5
12
12
200 JC
100
Wakizashi
4
9
10
100 JC
30
Ninjato (N)
3
7
3
40 JC
30
HAFTED WEAPONS TYPE
Dice + Adds
ST req.
DEX req.
Cost
Weight
Kiseru
2
2
2
15 JC
20
Nunchaku
3
8
13
25 JC
40
TreePieceRod
3 + 2
10
14
40 JC
60
Kausinke
3 + 4
12
15
85 JC
120
Kama
3
8
6
55 JC
50
Tui Fa
2
2
10
20 JC
15
POLE WEAPONS TYPE
Length
Dice + Adds
ST req.
DEX req.
Cost
Weight
† Naginata
8'
4 + 5
12
9
150 JC
180
† Tetsubo
5'
3 + 4
15
9
120 JC
250
† Man Catcher
8'
2
13
9
170 JC
120
† Lajatang
5'
4 + 4
14
10
140 JC
170
† Kumade (N)
6'
4
10
8
80 JC
140
SPEARS TYPE Sang Kauw
Length
Dice + Adds
ST req.
DEX req.
Cost
Weight
Range
5'
3 + 3
9
14
65 JC
125
DAGGERS TYPE Sai
Dice + Adds
ST req.
DEX req.
Cost
Weight
Range
2
8
14
25 JC
18
PROJECTILE WEAPONS TYPE
Dice + Adds
ST req.
DEX req.
Cost
Weight
Range
† Pellet Bow
3 + 3
15
15
90 JC
50
110 yards
† Daikyu
7 + 3
30
18
325 JC
90
180 yards
2
8
16
60 JC
25
50 yards
† Hankyu (Little Bow) (N)
WEIRD WEAPONS & ACCESSORIES TYPE
Dice + Adds
ST req.
DEX req.
Cost
Weight
Range
3+2
9
12
65 JC
60
1 yard
Gunsen
2
2
10
10 JC
5
Jitte
2
8
14
20 JC
18
†Nekode (N) (each)
1 + 3
2
13
40 JC
15
Kawanage (N)
1 + 3
5
9
40 JC
25
2 yards
Metsubishi (N)
See below
1
1
20 JC
30
1 yards
Ninja Grenades (N)
See below
1
3
100 JC
5
3 yards
Kusarigama (N)
ARMOR & SHIELDS TYPE
HITS taken
ST needed
Cost
Weight
8/0 for rear attacks
4
65 JC
350
15
12
700 JC
900
Domaru
4
3
200 JC
160
Haraategawa
1
1
12 JC
20
Haramaki
3
1
75 JC
40
Horo
1
1
10 JC
20
2
2
30 JC
50
Kote
4 (2 ea.)
3
30 JC
50
Sode
2
2
20 JC
35
2 (1 ea.)
1
25 JC
40
2
1
20 JC
30
Complete: Haraate Oyori Parts: Chest
Limbs Haidate
Suneate Head Jingasa
WEAPON DESCRIPTION
climbing and entagling (see Hunting Bola and War Bola; T&Tv5.5: 1.52.4 for entagling rules).
Daikyu. A bow mesuring 7 feet. Its grip is closer to the bottom as opposed to being centered. This alowes the bow to be easaly fired from horseback or from a kneeling position. When wielded by a samurai, a daikyu's Dice + Adds are 6 + 9 as opposed to 7 + 3 (generating an average resault of 30 as opposed to 27.5).
Kiseru. This is a long, metallic tobacco pipe. Used for both the bludgeoning of foes and the smoking of tobacco.
Kumade. A 6' long dual purposed weapon often used by ninjas. It is, essentially, a pole fitted with a rakelike head. In addition to being used as an offensive Gunsen. An iron fan , also known as a war fan, used weapon, the kumade may be used to facilitate climbing for both defense and offense. It acts as a buckler, (by afixing the rake head in cracks and climbing the pole shaft). When used in this manner, the kumade affording 3 HITS of protection. reduces any Saving Roll's level by 1 (to a minimum of Hankyu. Also known as a little bow, the hankyu is a 1) for climbing purposes. very small and light bow favored by ninjas. Kusarigama. Kin to the kama, a kusarigama is a Jitte. A tapperd bar with a hook near its handle used kama attached to a length of chain. to catch sword and dagger blades. Its function is Lajatang. A 5 foot shaft equipped with two cresents at identicle to the Sword Breaker (see T&T v5.5: 1.52.3). either end. Used two handed. Kama. A farmer's tool which can be carried around without drawing too much attention. Essentially a Man Catcher. A twopronged pole arm, the man catchers primary function is to contain opponents sickle with a streight blade. (man sized). The damage listed in the weapons chart is Katana. The katana is a slightly curved, single edged for using the “butt end” of the man catcher. Entangling blade famed for its superior construction. It is reknown an opponent in a man catcher followes the same as a superior blade forged and crafted to perfection. procedure as the bola (see T&Tv5.5: 1.52.4), except that Katanas are usually carried by samurai, and it is not the DEX range for determining entanglement is 9 15, uncommon for a katana to be passed down through as opposed to 8 – 15. An entangled opponent wishing generations as a famaly heirloom. A katana is usually to break free of the man catcher will suffer 1d6 points paired with a wakizashi and together are known as of damage. The man catcher's weilder may negate this daisho. When wielded by a samurai, a katana's Dice + attempt and keep the opponent entangled with a Adds are 4 + 6 as opposed to 5 (generating an average successful L3SR vs. DEX. resault of 20 as opposed to 17.5). Kausinke. This weapon is made of 4 to 6 iron bars, each connected by a length of chain. It mesures up to 6 feet in length. Because of its construction, flexability, and length, the kausinke may wrap around shields to land a blow, thus negating any HITS of protection afforded by shields.
Metsubishi: Similar to the blowgun in meny ways, the metsubishi is used to blow a puff of powder as opposed to darts. Composed of a mouth piece, a box like recepticle to hold the powder, and a tube, the metsibishi's primary porpouse is to distract a ninja's foes. Two types of powders may be used with the metsubishi; pepper powder and dust (see Ninja Grenade, below). Both dust and powder cost 75 JC per dose.
Kawanaga. This weapon is essentially a length of rope with a weight attached to one end and a clawed hook at the other. This weapon may also be used for Naginata. An 8 foot long polearm ending in a curved
blade.
stones and pellets, there are rumors of pellet bow users employing hollowed clay balls filled with all manner of Nekode. A pair of gloves fitted with spikes at the strange gases and powders. palms. Reduces any Saving Roll's level by 1 (minimum of 1) for the porpuse of climbing. May also be used as Sai. Identicle to the jitte, the sai possesses two tines an offensive weapon for small amounts of damage. (instead of the jitte's 1) used to capture swords and dagger blades. Its function is identicle to the Sword Ninja Grenades. Ninja grenades are hollowed out Breaker (see T&T v5.5: 1.52.3), except that the chances egg shells filled with an assortment of powders. Their of catching and snapping an opponents blade is 4 in 6 primary purpous is to blind opponents and/or distract (as opposed to 3 in 6). foes. A few types of powder are discribed below; Pepper Powder: Targets a single foe. The victim is Sang Kauw. A doubble headed spear with a shield unable to act for 1d6 rounds due to chocking and afixed to its center. Affords 3 HITS of protection when used. sneezing. Dust: Similar to pepper powder filled grenades, Tetsubo. A pole arm version of the mace, a tetsubo is except that it blinds a foe for 1d6 rounds. Flash Powder: Must be thrown into a source of fire to a long rod (5 feet) with the upper half wraped with take effect. All those visually in contact with the flash studbearing iron strips. explosion must suceed in a L3SR vs. DEX or be blinded ThreePieceRod. Somolar to the nunchaku, the three for 1d3 rounds. Poisonous Smoke: Must also be thrown into a fire piece rod is composed of three rods connected by a source in order to take affect. Creates a 5X5 foot area of length of chain. smoke which expands by 5' per turn up to a maximum of 15X15 feet. All those caught within the area of Tui Fa. Also known as tonfa. Essentially a wooden rod poisonous smake will be blinded and unable to do with a small handle sticking out off center. Used as anything other than retreat from the foul smoke. In both an offensive and defensive weapon. When in use, addition, all those caught wihin the cloud will suffer 1 the tui fa offers 2 HITS of protection. point of damage to CON for every turn affected by the poisonous smoke.The smoke will remain in the area for Wakizashi. A smaller version of, and often paired 3 + 1d3 turns. with, the katana. Note that ninja grenades are extreemly fragile and much care must be taken in handling and transporting them.
ARMOR & SHIELD DESCRIPTION
Ninjato. A short, streight bladed sword favored by the ninja. Its hilt and scabbard often contain hidden Domaru. A corselet which covers stomach, chest, compartments for holding powders and poisons. The sholders, and back. Equiped with small tassles which scabbard may be opened at both ends for use as a hang down below the waist. May be worn with the blowgun. haidate. Nunchaku. Two wooden or metal rods connected by a Haidate. An apron protecting both theighs and knees. chain. Composed of large plates which hang on the sides and front. Often worn with the domaru. Pellet Bow. A regular looking bow, but has a sling in the bowstring. Although usually used to fire sling Haraate. A suit of armor ment to protect a warrior's
front. The back of the haraate is opened and will thus offer no protection from rear attacks. Haraategawa. Leather corset protecting the back and stomack. Mostly used by common soldiers. Haramaki. Armor protecting stomach, chest, and back. It is made of chain and silk and is very light weight. Can easaly be concealed under clothing. Horo. Brightly colored strips of cloth which attach to the neck and waist and ballon out behind a horsman when riding. It is effective only versus ranged attacks from the rear. Kote. Armored sleaves of chain and plate which run from the sholders to the back of the hands and are connected by a leather band across both sholders. Concealable beneath clothing. Jingasa. A metal version of the peasant's straw hat. May double as a cooking pot. Oyori. A complete suit of laced armor. Each piece is made as a matched set with colors and patterns complementing each other. Includes mempo (face mask) which is usually crafted depicting a demonic face or adorned with embossed fish or seashells. The kabuto (great helmet) possesses a flowing neckguard and is usually adorned with horns, antlers, or half moons. Highly decorative and expensive, they are usually worn for important battles or ceremonial affairs.
COMBAT The basic rules for combat in Samurai & Shurikens remains identicle to those presented in the T&T rules. The only addition to the standard Tunnels & Trolls rules, with regards to combat, is the inclusion of martial stunts, weapon prociciancies, and expanded unarmed combat.
UNARMED COMBAT
Although monks/martial artists are the unquestioned masters of unarmed combat (getting dice equal to their level, plus personal missile adds as opposed to normal melee adds), all eastern types possess some kind of unarmed hand-to-hand combat training. The basic assumption in Samurai & Shurikens is the same as that found in the Tunnels & Trolls rules, that is that regular unarmed combat generates 1d6 points (+ melee combat/personal adds) towards the HPT. This rule is applied to most normal folks. Of course, eastern delvers are anything Sode. One foot squares or rectangles which protect but normal. As such, each eastern character the sholders. Must be worn with a domaru, haraate, type increases the amount of damage his unarmed attack inflicts (be it through a or haramaki. knowledge of karate, judo, or some GM/player invented martial arts) based on his type and Suneate. Metal shin guards. level, as seen on the table below. Note that no character type can match the monk/martial artists in unarmed combat prowess (see Monk/Martial Artist, above).
Leve l
Bushi, Sohei, Kensai, Samurai
Rogue, Ninja
Wu-jen
1
1d6
1d6
1d6
2
1d6+3
1d6
1d6
3
2d6
1d6+3
1d6
4
2d6+3
1d6+3
1d6+3
5
3d6
2d6
1d6+3
6
3d6+3
2d6
1d6+3
7
4d6
2d6+3
2d6
8
4d6+3
2d6+3
2d6
9
5d6
3d6
2d6
10
5d6+3
3d6
2d6+3
Monsters!
The exact nature of the stunt is sujested by the attacker, and the martial stunt's cost (in martual stunt points) is decided by the GM. The GM should strive to be as consistant as possible when assigning martial stunt point costs. Should an attacker perform a martial stunt which the GM deems is a major martial stunt (worth 2 martial stunt points), then should the same stunt be performed again under similar circumstances the cost would, again, be 2 martial stunt points. The following guidlins might prove helpful in assigning costs to martial stunts. •
...and so forth.
Optional Rule
(who would be the victim of a major martial stunt).
Monsters!
The GM may consider using the Monster! Monster! rule whereby a monster with a ST multiplier will use a number of d6s in unarmed combat equal to its ST multiplier.
MARTIAL STUNTS
•
Minor (Cost: 1 Martial Stunt Point) – Minor martial stunts are those that incapacitate an opponent, or takes him “out of the fight” for but a very short period of time (usually 1 or 2 combat round or 1d3 for GM randomly inclined). Any minor inconveniances fall under minor stunts. Major (Cost: 2 Martial Stunt Points) – Major stunts include greater inconveniances. Major stunts also include effects that will take an opponent out of a fight for a longer period of time than a minor stunt would (usually 3 or 4 rounds, or 1d6 rounds if a random resault is perfered). Greater (Cost: 3 Martial Stunt Points) – Greater stunts are spectacular displays of martial arts prowess. The effects of greater stunts are mesured in weeks (1d6) and carry serious disadvantages. Legendary (Cost: 4 Martial Stunt Points) – Stunts of this caliber are in the vein of Insta-Kill punches (with a SR vs CON afforded to negate or lessen the effect). God-Like (Cost: 5 or more Martial Stunt Points) – Reserved for truely godlike stunts. Insta-Kill with no SR falls under this category.
In addition to inflicting greater damage in • unarmed combat due to the fact that most easterners have some degree of martial arts training, characters engaging in unarmed combat may see their damage accombanied by a martial stunt. Poking someone in the eye, throwing sand in an enemy's face, tripping, • flipping, or performing the dreaded “paralyzing pinch” are all examples of martial stunts. Every natural 6 rolled in unarmed combat generates 1 martial stunt point. If the unarmed combatant wins the combat round he may, in • addition to inflicting damage, spend his generated martial stunt points to perform whatever stunt the player can think up. The martial stunt points generated in one round of combat need not be directed at only one adversary. The unarmed combatant may devide Foreigners & Unarmed Combat any martial stunt points generated between any Although foreigners may learn to opponents from an opposing group. For increase their unarmed combat prowess, doing example, Akihiro is a 3rd level bushi and thus so isn't automatic, as it is for easterner types for rolls 2d6 for his unarmed attack. Should both d6 whom such things are a way of life. turn up 6s, Akihiro will generate 2 martial stunt points which may be used on two foes (each receiving 1 minor martial stunt), or all on 1 foe
suitible teacher and such (see T&Tv5.5: 2.11.2), ninjas have a more limited selection of spells from which they can choose. Any spells they hold in common with rogues may, as is the case for rogues, be taught by the wizard/wu jen of another player. Spells specific to the ninja type can only be taught by a ninja's clan, and only if the spell is known by the clan, at a cost of twice the amount a wizards would pay for a spell of similar level. Like the rogue, ninjas may not invent new spells, nor make use of staves. They also must pay the full listed strength cost for all spells cast. Spells above 7th level are beyond a ninja's capabilities.
MAGIC
Magic in the Lands of the Dragon Emporer is very similar to that practiced in the west. Whereas wizards from the west learn their spells from established wizards guilds, in the east, wujen depend on a similar institution, the Arcane Academies, to increas their magical lore and aquire new spells. Ninjas, for their part, a treated in a similar fashion to western rogues, but have a much more limited The following list provides all of the spells available to the ninja type. Spells held in selection of spells available. common with wizards/wu-jen are enumerated first (see the T&T v5.5 rulebook for descriptions and effects), followed by the ninja specific list of spells. Ninja specific spells may only be learned/bought via a ninja's clan (provided the As stated in the ninja type's decription, like ninja's clan knows the spell). Teaching a ninja the rogue, ninjas may make use of (certain) specific spell to anyone not of the ninja's clan is spells. Although the rogue's choice of spells is a crime punishable by death! These are unlimited (other than by constraints in finding a ninjas...they know how to make death happen!
NINJA SPELLS
THE SPELL BOOK (NINJA SPELLS) LEVEL 1 WIZARD/WU-JEN SPELLS AVAILABLE TO NINJAS Ninjas may learn the following wizard/wujen spells from PC wizards or wujen; Lock Tight, Knock Knock, Oh There It Is, and WilloWisp. Level 1 Ninja specific spells are detailed below.
LEVEL 1 NINJA SPELLS Name
Description
Cost/ST Rang e
▲Sound of Silence
Allowes the ninja to create an area of silence. No sound may enter or escape a ninja's area of silence. The area lasts for 3 turns and extends to a 20' radius centered on the ninja.
5
●Darkness
Creates a 30' area of complete darkness centered around the ninja. The darkness lasts 2 rounds and moves with the ninja. A WilloWisp spell cast within the radius of a Darkness spell will automatically dispell the ddarkness.
4
Shadowed Form
Will cause the ninja's body to take on a shadowy coloring. When in shadowed surroundings, only a L2SR vs LK will reveail the ninja's presence. If in dark enviroments, the Saving Roll's level is increased to 3 (or even 4 for complete darkness).
4
Turn to Poison
This spell targets one glass or goblet containing liquid of some kind and turns the liquid into poison. The effects of the poison are identicle to Spider Venom (see T&Tv5.5; 1.52.5).
3
30'
Carry Message
The ninja may send a message to a known target. The number of words the message may carry is equal to the ninja's CHR. The maximum distance the message will travel is 1 mile per ninja's CHR.
4
CHR (miles)
Ventriloquism
Allowes the ninja to “throw” his voice up to 20' away.
3
10'
Amiability
Listeners percieve the ninja's CHR as being 50% higher than it really is. Reference the Charisma Effects table (T&Tv5.5; 3.5) to guage the effects of the ninja's increased CHR.
3
40'
First level ninja spells require a minimum IQ of 10 and a minimum DEX of 8 to cast. First level ninja spells cost 250 JC, payable to the ninja's clan.
LEVEL 2 WIZARD/WU-JEN SPELLS AVAILABLE TO NINJAS Ninjas may learn the following wizard/wujen spells from PC wizards or wujen; Hidey Hole, Cateyes, GlueYou, Little Feets, and Mirage. Level 2 Ninja specific spells are detailed below.
LEVEL 2 NINJA SPELLS Name
Description
Cost/ST Rang e
Detect Traps Detect Hidden Portals Hide Portal Poison Blade Tiny Assassin
Second level ninja spells require a minimum IQ of 12 and a minimum DEX of 9 to cast. Second level ninja spells cost 750 JC, payable to the ninja's clan.
might; Poor, Common, High, and Incredible. A spell casting creature's potency level will determine the amount of ST or Power (if the Power attribute from Appendix 1 is being used) it has available to cast the listed spells. The table below will list the amount of ST or Power the creature has at its disposal for spell casting purposes (based on the creature's MR). As stated before, if this over complicates your game, simply ditch it in favor of something more in line with What followes is a list of creatures and critters your playstyle. commonly encountered within the Jade Emiper. The creatures are presented in the standard T&T fashion Potency ST or Power (MR and Combat Dice) with an additional listing for available special abilities. This additional listing is optional and Poor 1/10 MR is included for GMs who prefer a little more “detail” to
CREATURES & CRITTERS OF THE JADE EMPIER
their critters. If the addition of special abilities over complicates your game, simply disregard it and use the creature’s MR and Combat Dice.
Common
½ MR
High
Equal to MR
Incredible
2 X MR
CRITTERS DOING STUFF
A
With regards to critters doing “things” with their Special Abilities, Samurai & Shurikens takes a passive approach to resolving a monster's actions. By “passive” I mean that critters don't roll to succeed with a given special ability, instead, the delver(s) rolls a SR to avoid the effect of a given ability. For example, a MR: 50 Combat Dice: 6d6 + 25 cyclops doesn't roll to see if he hits a foe with a hurled bolder (using the cyclops' Hurl Bolder special ability). Special Instead the delver rolls a SR to avoid the hurled bolder. • Paralyzing Touch – Anyone suffering damage from an aonyobo's attack must succeed in a L2SR vs CON or become paralyzed and unable to act for 1 combat turn. • Flight – An aonyobo may fly.
AO-NYOBO
SPELL-CASTING CREATURES
Some of the creatures presented here are described as having Spell Casting Abilities. When a critter possesses Spell Casting Abilities, a list of the spells most commonly employed/known by the critter will be noted. GMs, as always, should add, remove, or change the spell list presented if it runs contrary to his needs. In addition to a list of commonly employed spells, each spell casting creature will have its Spell Casting Ability graded in level of arcane potency. This potency will fall under one of four levels of magical
AoNyobo are blueskined, female ghoullike creatures. They are often encountered in ruined castles and abandoned keeps where they hide, awaiting prey.
AWABI MR: 32 Combat Dice: 4d6 + 16 Special • Amphibious
– Awabi are amphibious
creatures and as such they may both swim and breath under water. Awabi are saltwater seademons who prey on fishermen. They have an insatiable hatred for koifolk whom they will kill (and later eat) on seight.
AZUKI-ARAI MR: 52 Combat Dice: 6d6 + 26
•
Immunity– Bakemono are immune to spells which changes a targets shape, such as Mutatum Mutandorum, as well as spells which change targets to stone, such as Medusa..
Bakemono are cousins to western goblins. Bakemono vary from their western kin in their innat ability to assume the appearance of any stone object. Their preferd tactic is to take on the shape of a stone object, such as a pilar or statue, and then revert to their natural state for a surprise attack.
Special • Immunity – Azukiarai are immune to damage from mundane weapons. Magic, via weapon, items, or spells, affects them normally. MR: 100 Combat Dice: 11d6 + 50 • Paralysing Touch – Anyone suffering damage from an azukiaria's attack must succeed in a Special L1SR vs CON or become paralyzed and unable • Frightful Wail – Once per combat, a banshee to act for 1d6 combat turn. may issue a blood curdling wail that acts as a Glue You spell. AzukiArai are small, cannibalistic ghosts who • NonCorporal – A banshee may only be appear as yellow eyed old men. They are always harmed by magic items or spells. encountered in forests, usually by riversides. A • Magic Resistance – Banshees are immune to common azukiarai practice is to paralyze their spells of level 1 to 3. victimes and then eat them alive.
BANSHEE
B BAKEMONO MR: 30 Combat Dice: 4d6 + 15 Special • Stone Shape – A bakemono may assume the shape of any stone object at will. The transformation takes but 1 combat round. When in stone shape, they are indistinguishable from the object whos shape they've assumed. Only magic (such as Detect Magic or Omnipotent Eye) may descern a shape changed bakemono's true nature. A Pygmalion spell will automatically revert a bakemono from stone to its natural form.
Banshees are wailing spirits, usually female. Noncorporeal and highly resistant to magic, banshees make formidable foes.
BAT, GIANT MR: 40 Combat Dice: 5d6 + 32 Special • Flight – Giant bats may fly. • Dark Sight – A giant bat is unimpeded by darkness. These dogsize bats make their homes in forgotten caverns. They will often attack any trespassers, swooping down upon their victims in groups of 3 to 18.
BAT, MONSTROUS
•
MR: 80 Combat Dice: 4d6 + 30 Special • Sonic Blast – A monstrous bat may forgo attacking with tooth and claw (contributing to a party's HPT) and instead target 1 foe with a sonic blast (Range: 150 yards). A L5SR vs. DEX is required to avoid the sonic blast. Failing the SR incurs effects identical to a Mind Pox spell. • Flight – Monstrous bats may fly. • Dark Sight – A monstrous bat is unimpeded by darkness.
•
• Enormous, horsesize bats. Monstrous bats are sometimes used as mounts by underground dwelling humanoids.
BEETLE, GIANT
Flaming Shell – All those engaged in melee combat with a giant fire beetle suffer +1d6 points of damage, for which armor doesn't protect, each turn. Grasp – A giant fire beetle may choose to grasp a victim in its massive mandibles. If the victim fails a L3SR vs. DEX, the victim is trapped within the beetles grasp. Only a L4SR vs. STR will allow the victim to disengage from the grasp. For each combat turn grasped, the victim suffers 1d6 points of damage and twice the fire damage (2d6, from which armor doesn't protect), and is unable to act (other than attempting a STR SR). Vulnerability – Giant fire beetles suffer twice the amount of damage from cold based attacks (such as a Freeze Please spell).
A giant fire beetle is similar in appearance and size to its giant beetle kin, but exudes a violent flame from its shell.
MR: 50 Combat Dice: 6d6 + 25
BUSO
Special • Armor – A giant beetle's chitinous shell MR: 70 Combat Dice: 8d6 + 35 affords it 5 HITS of protection. • Grasp – Giant beetles may choose to grasp a Special victim in their massive mandibles. If the • Insidious Infection – Delvers sustaining victim fails a L3SR vs. DEX, the victim is damage from a buso must succeed in a L2SR vs trapped within the beetle's grasp. Only a L3SR CON or become afflicted by the buso's vs. STR will allow the victim to disengage from ghoulish infection. Every night, infected the grasp. For each combat turn grasped, the delvers must succeed in both a L3SR vs CON victim suffers 1d6 points of damage, and is and IQ. Failing one of the two SR will resault unable to act (other than attempting a STR SR). in the infected delver transforming into a mindless, rage filled buso. Failing both SR As its name implies, a giant beetle is an means the delver is irrivocably transformed enormous beetle endowed with massive mandibles. into a buso. As long as the infected delver isnt irrivocably affected by the infection, a Healing Feeling spell administered to the delver will cure the infection. • Fear – Buso generate a fear inducing aura. All MR: 60 Combat Dice: 7d6 + 30 those within 20 feet of a buso must succeed in a L2SR vs IQ or be paralysed with fear. A Special success renders the target immun to the fear • Armor – A giant fire beetle's chitinous shell generating aura for the remainder of the affords it 6 HITS of protection. encounter. Delvers paralysed with fear are
BEETLE, GIANT, FIRE
afforded a chance to overcome the fear each with oversized feet and a single eye. Filled with rage combat round (requires a successful L2SR vs and hatred, buso are feared for their insidious IQ). infectious touch which can transform a victim into a busolike critter. A buso is a ghoullike creature which inhabits cemetaries. The buso is tall and gaunt in appearance,
MONSTER TABLE Monster
ST
IQ
LK
CON
DEX
CHR
HON
AoNyobo
2
1/2
2
5
2
1/2
1/3
2/3
1
3/2
1
3/2
3
3/2
1/3
1/4
1
1
AzukiAria
1
1
3
5
2
1/2
1/3
1/2
1/2
Bakemono
1
3/4
3/2
3/2
3/2
1/2
1/4
3/4
3/4
Awabi
Heigh Weigh t t
Banshee Bat, Giant Bat, Monstrous Beetle, Giant Beetle, Giant, Fire Buso
horsmanship, and ettiquette, can be as imporatant as how many dice a character rolls in combat.
Innitial Skills
THE APPENDICES This section of the Samurai & Shurikens rules cover optionall rules for use in a S&S game or in a regular Tunnels & Trolls v5 game.
Three methods are presented below to determine a delver's starting skills. These assume that characters are being created as 1st level delvers. •
1: SKILLS
•
Charcacters from the Jade Empire are much more than simply “combat machines” resumed by a mere Dice+Add value. Skills shuch as calligraphy,
•
Variable (default methode): The variable method allowes each player, regardless of type, to start the game with 1d3 skills (rolled during character creation). Fixed: All characters, regardless of type, begin the game with 2 skills at first level. TypeBased: Rogues and Ninjas begin play with 3 skills at 1st level. Warrior types (Bushi, Sohei, Kensai, Monk) begin with two. Wujen start the game with but one skill.
A skill can be anything the player can think of (dependant on the GM's approval). Picking locks, riding horses, tracking prey, moving silently, gambling, cooking, sailing, climbing, tightrope walking, and gem appraisal are all examples of various skills. When a skill is chosen, it must be paried with the most appropriate Attribute. Thus, a skill such as picking locks would fall under the DEX attribute. Gambling would most likely be paired with LK. New skills possess a skill bonus of +1 (this bonus can be increaesed further with each level increase). Thus, a first level delver choosing lockpicking and gambling as his initial skills would write the following on his character sheet; Lock-Picking (DEX) +1 Gambling (LK) +1 Each time the delver increases a level, he or she has the option to eather choose a new skill (at +1), or increase an existing skill's bonus by 1. For example, our lockpicking delver with a penchant for gambling, upon reaching 2nd level, may opt to gain a new skill at +1, or may decide to increase either lockpicking or gambling to +2.
Using Skills
martial (combat) situations. Whereas anyone may perform the tricks and/or stunts martial arts skills encompase, possessing the appropriate martial arts skill makes succeeding easier.
Innitial Martial Arts Skills
All characters hailing from the Eastern Lands of the Dragon Emporer are assumed to begin play (at 1st level) with a set number of martial arts skills (or manuvers) dependant on the character's type. Each initial martial arts skill will have a rating of +1, meaning that they add +1 to any attribute being saved against, provided the martial arts skill would logically benefit the action being taken or resisted against.
Type
Innitial Martial Arts Skills
Monk/Martial Artist
3
Kensai, Samurai, Bushi, Sohei
2
Ninja, Rogue Wujen
1 nd
1 at 2 lvl +1 every two levels (4th, 6th, 8th )
Mechanically, a skill's main function is to facilitate a Saving Roll. Anytime a SR is called for, be it to acomplish something or avoid something, a delver with an appropriate and relevent skill may treat the attribute being tested as if it were equal to the attribute + the skill's bonus. For example, let us say that our lockpicking/gambling delver from above possessed a DEX score of 14. Should he happen upon a locked treasur chest within some daimyo's keep which needs picking, the Saving Roll will be made as if his DEX attribute were 15 (14 for his natural DEX attribute + 1 for his LockPicking skill bonus).
A martial arts skill can be any manuver, trick, or stunt the player can think of, and to which the GM agrees upon. A martial arts skill is a skill that may only be used in combat. To simulate noncombat skills, Gms and players must fall back upon the stantard Saving Roll rules or the Skill system presented in the appendix. It must be noted that martial arts skills do not directly effect a user's Combat/Personal Adds, although the successful use of such skills may affect, in a roundabout way, the protaginist's or antagonists HPT. Performing such stunts without the appropriate martial arts skill is handled as a common Saving Roll (as per the Tunnels & Trolls rules).
2: MARTIAL ARTS SKILLS
Certain guidelines must be adheared to when a player chooses a martial arts skill. These guidelines are enumerated below.
Martial arts skills are in meny ways similar to the optional skill rules found in the Appendices. As the name implies, martial arts skills are skills used in
•
No martial arts skills will allow someone to
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directly increase their Dice + Adds or Personal/Combat Adds. Although successfully performing a martial arts skill may affect the HPT generated. For example, no martial arts skill can allow you to inflict greater damage with a sword (that's the provence of Dice + Adds), but successfully using a Disarm martial arts skill will most definatly negate a target's HPT for the round. Martial arts skills are manuevers that may only be used in combat. Martial arts skills beyond those taught at 1st level (or increasing martial arts skills already possessed), requires the player to join a school (or temple or academy) which will teach him or her the new skill (or increase an existing martial arts skill). Such schools will charge the player 250 JC per +1 bonus the skill will impart. Thus, a character wishing to increase a martial arts skill from +1 to +2 would need to pay the school 500 JC. In addition, the character must train for a number of weeks (consecutive) equal to 2 + the bonus being aquired. A character wishing to increase a martial arts skill from +1 to +2 would thus need to pay 500 JC and train at the school for 4 consecutive weeks. After the training time has elapsed, a character will possesses the new martial arts skill or gains the increase. Any martial arts skill which is used with a weapon (handtohand combat is considered a weapon for this purpose) must be assigned to a weapon (not a weapon group). Thus, someone taking Disarm as a martial arts skill could assign it to Short Sword but not to Swords or Streight Swords. All martial arts skills must be named by the player. The name should be something flavorful, colorful, and/or denote the general utility of the manuver. A basic description of the martial arts manuver/skill should follow the name.
by 1. Wizards and wujen are the exception to this rule, aquireing their first martial arts skill at 2nd level, and then every two levels there after. As stated above, level increase, in conjunction with training, are both required to advance an existing manuver or aquire a new martial arts skill.
Example: Martial Arts Skills Akihiro, as a 1st level bushi, starts off with 2 martial arts skills. As his first martial arts manuver, Akihiro's player decides he would like Akihiro to be able to close in on a battling opponent unseen, using his surroundings as concealment. As his second martial arts skill, the player decides to give Akihiro the ability to disarm an opponent when weiling his favored weapon, the short sword. Akihiro's player writes the following on his character sheet; Unseen Wind Manuver (+1): Close in on a battling opponent unseen, using the surroundings as concealment. Grappling Monkey (+1): Disarme w/ Sh. Sword. Upon reaching 2nd level, Akihiro has the option to either increase his Unseen Wind Manuver or Grappling Monkey to +2 or learn a new martial arts skill. Increasing either of his current skills will cost Akihiro 500 JC and will require 4 weeks of training. Learning a new martial arts skill will cost him 250 JC and require 3 weeks of training.
Mechanically, a martial arts skill's main function is to facilitate Saving Rolls during combat. Anytime a SR is called for in a combat situation, be it to acomplish something or avoid something, a delver with a relevent martial arts skill (one which may • logically be employed in the current situation) may treat the attribute being tested as if it were equal to the attribute + the martial arts skill's bonus. The GM always decides upon which attribute the SR will be performed as well as the level at which it will be tested. For example, let us say that our bushi Akihiro from above wished to use his Unseen Wind manuver to close Each time the delver increases a level, he or she in on a battling opponent, the GM may call for a SR vs. has the option to eather choose a new martial arts skill LK. Akihiro's LK attribute is 14, but with his martial (at +1), or increase an existing martial arts skill's bonus arts skill bonus, his LK is treated as being 15 (14 for his
natural LK attribute + 1 for his martial arts skill bonus). increased cost and training time mentioned above), or increase an existing skill (at regular cost in time and money). Foreigners & Martial Arts Skills Foreigners (those who do not come from the Jade Empire) may also learn martial arts skills. They gain no initial martial arts skills as do easterners. A foreigner wishing to aquire his or her first martial arts skill (at +1) must pay twice the cost that an easterner would, and spend three times the amount in training. After wich, he or she will be treated as an easterner, with each level increase allowing the easterner a chance to learn a new martial arts skill (at the
Poisons Spells Family foreigners & unarmed combat